Search results for: internet gaming disorder
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2893

Search results for: internet gaming disorder

2803 The Effect of Group Interpersonal Psychotherapy on Eating Disorder Symptom and Fear of Negative Evaluation of Lorestan University Female Students

Authors: S. Gholamrezaei, M. Mehrabizade Honarmand, Y. Zargar

Abstract:

Introduction: This research was designed to assess the effect of group Interpersonal Psychotherapy on eating disorder symptom and fear of negative evaluation of Lorestan University female students. Materials and Methods: In this experimental study, 641 female students were randomly selected from various faculties of Lorestan University. Eating disorders symptoms and fear of negative evaluation were assessed by the Eating Attitudes Test (EAT-26), and Fear of Negative Evaluation Scale, Leary (FNES-B). Data were analyzed by SPSS software (multivariate analyze tests were used). Results: Interpersonal Psychotherapy can improve the eating disorder symptoms and reduce the fear of negative evaluation in girl students of group control in compare with control group. Conclusion: Interpersonal psychotherapy can be effective for eating disorder symptoms, and fear of negative evaluation among female students. Thus, it is suggested that this kind of psychotherapy was used for other psychological disease.

Keywords: interpersonal psychotherapy, eating disorder, fear of negative evaluation, students

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2802 The Factors Influencing Consumer Intentions to Use Internet Banking and Apps: A Case of Banks in Cambodia

Authors: Tithdanin Chav, Phichhang Ou

Abstract:

The study is about the e-banking consumer behavior of five major banks in Cambodia. This work aims to examine the relationships among job relevance, trust, mobility, perceived ease of use, perceived usefulness, attitude toward using, and intention to use of internet banking and apps. Also, the research develops and tests a conceptual model of intention to use internet banking by integrating the Technology Acceptance Model (TAM) and job relevance, trust, and mobility which were supported by Theory of Reasoned Action (TRA) and Theory of Planned Behavior (TPB). The proposed model was tested using Structural Equation Modeling (SEM), which was processed by using SPSS and AMOS with a sample size of 250 e-banking users. The results showed that there is a significant positive relationship among variables and attitudes toward using internet banking, and apps are the most factor influencing consumers’ intention to use internet banking and apps with the importance level in SEM 0.82 accounted by 82%. Significantly, all six hypotheses were accepted.

Keywords: bank apps, consumer intention, internet banking, technology acceptance model, TAM

Procedia PDF Downloads 114
2801 An Efficient Mitigation Plan to Encounter Various Vulnerabilities in Internet of Things Enterprises

Authors: Umesh Kumar Singh, Abhishek Raghuvanshi, Suyash Kumar Singh

Abstract:

As IoT networks gain popularity, they are more susceptible to security breaches. As a result, it is crucial to analyze the IoT platform as a whole from the standpoint of core security concepts. The Internet of Things relies heavily on wireless networks, which are well-known for being susceptible to a wide variety of attacks. This article provides an analysis of many techniques that may be used to identify vulnerabilities in the software and hardware associated with the Internet of Things (IoT). In the current investigation, an experimental setup is built with the assistance of server computers, client PCs, Internet of Things development boards, sensors, and cloud subscriptions. Through the use of network host scanning methods and vulnerability scanning tools, raw data relating to IoT-based applications and devices may be collected. Shodan is a tool that is used for scanning, and it is also used for effective vulnerability discovery in IoT devices as well as penetration testing. This article presents an efficient mitigation plan for encountering vulnerabilities in the Internet of Things.

Keywords: internet of things, security, privacy, vulnerability identification, mitigation plan

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2800 Improving the Social Interactions of Students with Conduct Disorder in Dil Betigil Primary School

Authors: Dawit Thomas Lambamo

Abstract:

Conduct disorder has become a major health and social problem; it is the most common psychiatric problem diagnosed among students which affect the academic and social interaction of students. This intervention was conducted in Dil Betigil primary school. After identifying six students with conduct disorder in Dil Betigil primary school, the intervention was conducted using a true experimental research design specifically pretest and posttest control group design. Data from teachers and parents of the students with conduct disorder were collected using adapted conduct disorder scale and semi-structured interview. The independent sample t-test of Pretest results of both experimental and control group indicated that there is no statistically significant difference between experimental and control groups. Intervention is carried out to enhance their social interaction and to decrees aggressive, a serious violation of rules and theft behavior of students in collaboration with teachers and parents. After six intervention weeks the post-test result showed that there was statistically significant difference in aggression and serious violation between the experimental and control groups, but there was no statistically significant mean difference regarding deceitful or theft between the experimental and control group.

Keywords: conduct, disorder, social interaction, interaction

Procedia PDF Downloads 287
2799 TALENT GAMING©: The Innovative Methodology to Explore Talents and Empower Teams by Using Board Games

Authors: Susana F. Casla

Abstract:

Talent Gaming is an innovative methodology based on a large research done for years about how table board games can be used to empower teams. This methodology was developed thinking about the efficiency of facilitating team coaching sessions and the importance of bringing out the best of individuals when working as a team. The fact that more senses are involved in playing a board game, linked with the psychological element of space and “permission to play”, help us travel to earlier stages of our life when our authenticity was at its heights. By being focused on playing the board game, the individual does not direct their consciousness in a particular way and is rather focused in winning the board game. By doing this, his or her inner talents and authenticity surfaces and the fact that all the senses are involved impacts enormously his behaviors and attitudes. All of this combined results in an arena where our talents show up and our decision making process is not impacted by other elements, such as appearances, status or hierarchy.

Keywords: talent, team, board game, business psychology, coaching teams at work

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2798 Aggressive Behaviour and Its Association with Substance Use Disorder among Senior Secondary School Students in Ilesha, Nigeria

Authors: Famurewa Olumide Joseph, Akinsulore Adesanmi

Abstract:

The current study investigated aggressive behaviour and its association with substance use disorder among senior secondary school students in Ilesha, Nigeria. Participants were three hundred and seventy-five (375) comprising (212) females and (163) males of senior secondary school students in Ilesa East and Ilesa West; who were randomly selected among the population of students from the schools. The mean age of the respondents was 14.61 years (S.D = 1.16), with 311 (82.9%) between 14 – 16 years. Female respondents were 212 (56.5%), while male respondents were 163 (43.5%). A cross sectional design was adopted. Three instruments were used for data collection. Buss Perry Aggression Questionnaire, Alcohol Use Disorder Identification Test (AUDIT) and Drug Abuse Screening Test (DAST). It was hypothesized that aggressive behaviour will be associated with substance use disorder among senior secondary school students in Ilesa East and Ilesa West. The result indicated that the overall prevalence of substance use disorder was 16.0%. Chi-Square test exploring the association between aggressive behaviour and substance use disorder shows that there is a significant association between aggressive behaviour and substance use disorder (χ2 =8.55, p =0.014). Results also showed that emotional problem (χ2 (2) =13.0; p = 0.001) was statistically significant while current medications intake (χ2 (2) =2.03; p =0.362) and overall wellbeing (χ2 (4) =2.49; p =0.646) were not statistically significant. There is an inverse association between prosocial behaviour and aggressive behaviour (r= -0.037, p>0.05). This indicates that as the level of prosocial behaviour increases, the level of aggressive behaviour among respondents decreases. However, alcohol use had no correlation with aggressive behaviour (r=0.070, p>0.05). Among the implications stated is that factors such as emotional symptoms, conduct problems, hyperactivity, peer problem and drug use contributed to the prevalence of aggressive behaviour among students. Suggestions for further studies were equally made.

Keywords: aggressive behaviour, alcohol, prevalence, students, substance use disorder (SUD)

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2797 Virtual Life: Fashion, Expression, and Identity in the Digital World

Authors: Elizabeth Bourgeois

Abstract:

During social distancing, fashion and self-expression have been pushed further into virtual environments. In VR spaces, identities can be curated easily, untethered from the necessities of life and work. Personal styles reach a wider audience and follow new rules. Digital platforms leave some, but not all, 'real world' clothing constraints behind. Virtual aesthetics are set by the user and the software. Gen Z is a native user, applying face filters on Instagram and Snapchat and styling outfits and skins in apps like Gacha Life, Roblox, and Fortnite. These games cultivate space for community and personal style. Loosely tied to human forms, each app has physical aesthetics, with clear vernacular dress defining it. There are ecosystems of makers, consumers, and critics. Designer-modelers create original assets, brands, and luxury items. Fashion and beauty are ephemeral but always reflect the idealization of form and self. Online communities have already established new beauty ideals that impact live fashion trends. Fashion houses develop AR filters, gaming hairstyles challenge real-world colorists, and musicians perform virtual concerts in their avatar forms. In these times, social media and gaming communities promote the expression of public identity. The online dress is no longer tied to 'real' bodies or cloth. In virtual worlds, there are still tribes, status symbols, gender identities, and roles, but free of fabric, form, and static social structure, there is room for fantastic invention.

Keywords: virtual reality, fashion, Gen Z, social media, gaming

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2796 A Multidimensional Exploration of Narcissistic Personality Disorder Through Psycholinguistic Analysis and Neuroscientific Correlates

Authors: Dalia Elleuch

Abstract:

Narcissistic Personality Disorder (NPD) manifests as a personality disorder marked by inflated self-importance, heightened sensitivity to criticism, a lack of empathy, a preoccupation with appearance over substance, and features such as arrogance, grandiosity, a constant need for admiration, a tendency to exploit others, and an inclination towards demanding special treatment due to a sense of excessive entitlement (APA, 2013). This interdisciplinary study delves into NPD through the systematic synthesis of psycholinguistic analysis and neuroscientific correlates. The cognitive and emotional dimensions of NPD reveal linguistic patterns, including grandiosity, entitlement, and manipulative communication. Neuroscientific investigations reveal structural brain differences and alterations in functional connectivity, further explaining the neural underpinnings of social cognition deficits observed in individuals with NPD. Genetic predispositions and neurotransmitter imbalances add a layer of complexity to the understanding of NPD. The necessity for linguistic intervention in diagnosing and treating Narcissistic Personality Disorder is underscored by an interdisciplinary study that intricately synthesizes psycholinguistic analysis and neuroscientific correlates, offering a comprehensive understanding of NPD’s cognitive, emotional, and neural dimensions and paving the way for future practical, theoretical, and pedagogical approaches to address the complexities of this personality disorder.

Keywords: Narcissistic Personality Disorder (NPD), psycholinguistic analysis, neuroscientific correlates, interpersonal dysfunction, cognitive empathy

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2795 In-Game Business and the Problem of Gambling: Legal Analysis of Loot Boxes from the Perspective of Iranian Law

Authors: Vesali Naseh Morteza, Najafi Mohammad Hosein

Abstract:

The possibility of trading in-game items for real money provides a high economic capacity for online games and turns them into a business model. Nowadays, the market for in-game item purchases and microtransactions or micropayments has been growing increasingly. Since the market should be legal, lawyers and lawmakers around the world have expressed concerns over the legality of online gaming and in-game transactions. The issue is highlighted by the recent emergence of an in-game business model in the name of loot boxes. Similarities between loot boxes gaming and gambling features activities have started a legal debate as to whether loot boxes constitute a form of gambling or whether the game’s use of loot boxes should be considered gambling. Hence, based on the relationship between loot boxes purchasing and problem gambling, the paper investigates the legal effect of the newly emergent phenomenon of loot boxes on online games from the perspective of Iranian law.

Keywords: serious games, loot boxes, online gambling, in-game purchase, virtual items

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2794 Prevalence and Associated Factors of Attention Deficit Hyperactivity Disorder among Children Age 6 to 17 Years Old Living in Girja District, Oromia Regional State, Rural Ethiopia: Community Based Cross-Sectional Study

Authors: Hirbaye Mokona, Abebaw Gebeyehu, Aemro Zerihun

Abstract:

Introduction: Attention deficit hyperactivity disorder is serious public health problem affecting millions of children throughout the world. Method: A cross-sectional study conducted from May to June 2015 among children age 6 to 17 years living in rural area of Girja district. Multi-stage cluster sampling technique was used to select 1302 study participants. Disruptive Behavior Disorder rating scale was used to collect the data. Data were coded, entered and cleaned by Epi-Data version 3.1 and analyzed by SPSS version 20. Logistic regression analysis was used and Variables that have P-values less than 0.05 on multivariable logistic regression was considered as statistically significant. Results: Prevalence of Attention deficit hyperactivity disorder (ADHD) among children age 6 to 17 years was 7.3%. Being male [AOR=1.81, 95%CI: (1.13, 2.91)]; living with single parent [AOR=5.0, 95%CI: (2.35, 10.65)]; child birth order/rank [AOR=2.35, 95%CI: (1.30, 4.25)]; low family socio-economic status [AOR= 2.43, 95%CI: (1.29, 4.59)]; maternal alcohol/khat use during pregnancy [AOR=3.14, 95%CI: (1.37, 7.37)] and complication at delivery [AOR=3.56, 95%CI: (1.19, 10.64)] were more likely to develop Attention deficit hyperactivity disorder. Conclusion: In this study, the prevalence of Attention deficit hyperactivity disorder was similar with worldwide prevalence. Prevention and early management of its modifiable risk factors should be carryout alongside increasing community awareness.

Keywords: attention deficit hyperactivity disorder, ADHD, associated factors, children, prevalence

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2793 Of Digital Games and Dignity: Rationalizing E-Sports Amidst Stereotypes Associated with Gamers

Authors: Sarthak Mohapatra, Ajith Babu, Shyam Prasad Ghosh

Abstract:

The community of gamers has been at the crux of stigmatization and marginalization by the larger society, resulting in dignity erosion. India presents a unique context where e-sports have recently seen large-scale investments, a massive userbase, and appreciable demand for gaming as a career option. Yet the apprehension towards gaming is salient among parents and non-gamers who engage in the de-dignification of gamers, by advocating the discourse of violence promotion via video games. Even the government is relentless in banning games due to data privacy issues. Thus, the current study explores the experiences of gamers and how they navigate these de-dignifying circumstances. The study follows an exploratory qualitative approach where in-depth interviews are used as data collection tools guided by a semi-structured questionnaire. A total of 25 individuals were interviewed comprising casual gamers, professional gamers, and individuals who are indirectly impacted by gaming including parents, relatives, and friends of gamers. Thematic analysis via three-level coding is used to arrive at broad themes (categories) and their sub-themes. The results indicate that the de-dignification of gamers results from attaching stereotypes of introversion, aggression, low intelligence, and low aspirations to them. It is interesting to note that the intensity of de-dignification varies and is more salient in violent shooting games which are perceived to require low cognitive resources to master. The moral disengagement of gamers while playing violent video games becomes the basis for de-dignification. Findings reveal that circumventing de-dignification required gamers to engage in several tactics that included playing behind closed doors, consciously hiding the gamer identity, rationalizing behavior by idolizing professionals, bragging about achievements within the game, and so on. Theoretically, it contributes to dignity and social identity literature by focusing on stereotyping and stigmatization. From a policy perspective, improving legitimacy toward gaming is expected to improve the social standing of gamers and professionals. For practitioners, it is important that proper channels of promotion and communication are used to educate the non-gamers so that the stereotypes blur away.

Keywords: dignity, social identity, stereotyping, video games

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2792 Net Regularity and Its Ethical Implications on Internet Stake Holders

Authors: Nourhan Elshenawi

Abstract:

Net Neutrality (NN) is the principle of treating all online data the same without any prioritization of some over others. A research gap in current scholarship about “violations of NN” and the subsequent ethical concerns paves the way for the following research question: To what extent violations of NN entail ethical concerns and implications for Internet stakeholders? To answer this question, NR is examined using the two major action-based ethical theories, Kantian and Utilitarian, across the relevant Internet stakeholders. First some necessary IT background is provided that shapes how the Internet works and who the key stakeholders are. Following the IT background, the relationship between the stakeholders, users, Internet Service Providers (ISPs) and content providers is discussed and illustrated. Then some violations of NN that are currently occurring is covered, without attracting any attention from the general public from an ethical perspective, as a new term Net Regularity (NR). Afterwards, the current scholarship on NN and its violations are discussed, that are mainly from an economic and sociopolitical perspectives to highlight the lack of ethical discussions on the issue. Before moving on to the ethical analysis however, websites are presented as digital entities that are affected by NR and their happiness is measured using functionalism. The analysis concludes that NR is prone to an unethical treatment of Internet stakeholders in the perspective of both theories. Finally, the current Digital Divide in the world is presented to be able to better illustrate the implications of NR. The implications present the new Internet divide that will take place between individuals within society. Through answering the research question using ethical analysis, it attempts to shed some light on the issue of NR and what kind of society it would lead to. NR would not just lead to a divided society, but divided individuals that are separated by something greater than distance, the Internet.

Keywords: digital divide, digital entities, digital ontology, internet ethics, internet law, net neutrality, internet service providers, websites as beings

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2791 Naltrexone and Borderline Personality Disorder: A Brief Review

Authors: Azadeh Moghaddas, Mehrnoush Dianatkhah, Padideh Ghaeli

Abstract:

The main characteristics of borderline personality disorder (BPD) are instable regulation of affect and self-image, impulsive behavior, and lack of interpersonal relationships. Clinically, emotional dysregulation, impulsive aggression, repeated self-injury, and suicidal thought are noted with this disorder. Proper management of patients with BPD is a difficult challenge due to the complex features of this disorder. Pharmacotherapy of BPD in order to control impulsive behavior and to stabilize affect in patients with BPD has been receiving a lot of attention. Anticonvulsant agents such as topiramate, valproate, or lamotrigine, atypical antipsychotics such as aripiprazole and olanzapine and antidepressants such as monoamine oxidase inhibitors and selective serotonin reuptake inhibitors like fluvoxamine have been implicated in the treatment of BPD. Unfortunately, none of these medications can be used alone or even in combination as sole treatment of BPD. Medications may be used mostly to resolve or reduce impulsivity and aggression in these patients. Naltrexone (NTX), a nonspecific competitive opiate antagonist has been suggested, in the literature, to control self-injurious behavior (SIB) and dissociative symptoms in patients with BPD. This brief review has been intended to look at all documented evidence on the use of NTX in the management of BPD and to reach a comprehensive conclusion.

Keywords: borderline personality disorder, naltrexone, self-injurious behavior, dissociative symptoms

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2790 Cybercrimes in Nigeria: Its Causes, Effects and Solutions

Authors: Uzoma Igboji

Abstract:

Cybercrimes involves crimes committed on the internet using the computer as a tool or targeted victim. In Nigeria today, there are many varieties of crimes that are committed on the internet daily, some are directed to the computers while the others are directed to the computer users. Cyber terrorism, identity theft, internet chat room, piracy and hacking are identified as types of cyber crimes. Usually, these crimes are perpetrated in forms of like sending of fraudulent and bogus financial proposals from cyber crimes to innocent internet users. The increasing rates of cyber crimes have become strong threats to the society, organizations and country’s reputation, E-commerce growth, denial of innocent Nigerian opportunity abroad and reduced productivity. This study identified some of the causes of cybercrimes to include urbanization, high rate of unemployment, corruption, easy accessibility to internet and weak implementation of cyber crimes in Nigeria. Therefore, internet users should inculcate the habit of continuously updating their knowledge about the ever changing ICTs through this, they can be well informed about the current trends in cybercrimes and how the cybercrimes carryout their dubious activities. Thus, how they can devise means of protecting their information from cyber criminals. Internet users should be security conscious at all times .Recommendations were proposed on how these crimes can be minimized if not completely eradicated.

Keywords: cyber-crimes, cyber-terrorism, cyber-criminals, Nigeria

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2789 Internet Use, Social Networks, Loneliness and Quality of Life among Adults Aged 50 and Older: Mediating and Moderating Effects

Authors: Rabia Khaliala, Adi Vitman-Schorr

Abstract:

Background: The increase in longevity of people on one hand, and on the other hand the fact that the social networks in later life become increasingly narrower, highlight the importance of Internet use to enhance quality of life (QoL). However, whether Internet use increases or decreases social networks, loneliness and quality of life is not clear-cut. Purposes: To explore the direct and/or indirect effects of Internet use on QoL, and to examine whether ethnicity and time the elderly spent with family moderate the mediation effect of Internet use on quality of life throughout loneliness. Methods: This descriptive-correlational study was carried out in 2016 by structured interviews with a convenience sample of 502 respondents aged 50 and older, living in northern Israel. Bootstrapping with resampling strategies was used for testing mediation a model. Results: Use of the Internet was found to be positively associated with QoL. However, this relationship was mediated by loneliness, and moderated by the time the elderly spent with family members. In addition, respondents' ethnicity significantly moderated the mediation effect between Internet use and loneliness. Conclusions: Internet use can enhance QoL of older adults directly or indirectly by reducing loneliness. However, these effects are conditional on other variables. The indirect effect moderated by ethnicity, and the direct effect moderated by the time the elderly spend with their families. Researchers and practitioners should be aware of these interactions which can impact loneliness and quality of life of older persons differently.

Keywords: internet use, loneliness, quality of life, social contacts

Procedia PDF Downloads 150
2788 The Study of Thai Consumer Behavior toward Buying Goods on the Internet

Authors: Pichamon Chansuchai

Abstract:

The study of Thai consumer behavior toward buying goods on the Internet is a survey research. The five-level rating scale and open-ended questionnaire are applied for this research procedure, which has more than 400 random sampling of Thai people aged between 15-40 years old. The summary findings are: The analysis of respondents profile were female 55.3% and male 44.8% , 35.3% aged between 20-30 years old, had been employed 29.5% with average income up to 11,000 baht/month 50.2% and expenditure more than 11,000 baht per month 29.3%. The internet usage behavior of respondents mostly found that objectives of the internet usage are: 1) Communication 93.3% 2) the categories of websites usage was trading 42.8% 3) The marketing mix effected to trading behavior via internet which can be analyzed in term of marketing factor as following: Product focused on product quality was the most influenced factor with average value 4.75. The cheaper price than overview market was the most effect factor to internet shopping with mean value 4.53. The average value 4.67 of the available place that could reduce spending time for shopping. The effective promotion of the buy 1 get 1 was the stimulus factor for internet shopping with mean value 4.60. For hypothesis testing, the different sex has relationship with buying decision. It presented that male and female have vary purchasing decision via internet with value of significant difference 0.05. Furthermore, the variety occupations of respondents related to the use of selected type of website. It also found that the vary of personal occupation effected to the type of website selection dissimilar with value of significant difference 0.05.

Keywords: behavior, internet, consumer, goods

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2787 Intrusiveness, Appraisal and Thought Control Strategies in Patients with Obsessive Compulsive Disorder

Authors: T. Arshad

Abstract:

A correlation study was done to explore the relationship of intrusiveness, appraisal and thought control strategies in patients with Obsessive Compulsive Disorder. Theoretical frame work for the present study was Salkovskis (1985) cognitive model of obsessive compulsive disorder. Sample of 100 patients (men=48, women=52) of age 14-62 years (M=32.13, SD=10.37) was recruited from hospitals of Lahore, Pakistan. Revised Obsessional Intrusion Inventory, Stress Appraisal Measure, Thought Control Questionnaire and Symptoms Checklist-R were self-administered. Findings revealed that intrusiveness is correlated with appraisals (controllable by self, controllable by others, uncontrollable, stressfulness) and thought control strategy (punishment). Furthermore, appraisals (uncontrollable, stressfulness, controllable by others) were emerged as strong predictors for different through control strategies (distraction, punishment and social control). Moreover, men have higher frequency of intrusion, whereas women were frequently using social control as thought control strategy. Results implied that intrusiveness, appraisals (controllable by others, uncontrollable, stressfulness) and thought control strategy (punishment) are related which maintains the disorder.

Keywords: appraisal, intrusiveness, obsessive compulsive disorder, thought control strategies

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2786 Comparison of Security Challenges and Issues of Mobile Computing and Internet of Things

Authors: Aabiah Nayeem, Fariha Shafiq, Mustabshra Aftab, Rabia Saman Pirzada, Samia Ghazala

Abstract:

In this modern era of technology, the concept of Internet of Things is very popular in every domain. It is a widely distributed system of things in which the data collected from sensory devices is transmitted, analyzed locally/collectively then broadcasted to network where action can be taken remotely via mobile/web apps. Today’s mobile computing is also gaining importance as the services are provided during mobility. Through mobile computing, data are transmitted via computer without physically connected to a fixed point. The challenge is to provide services with high speed and security. Also, the data gathered from the mobiles must be processed in a secured way. Mobile computing is strongly influenced by internet of things. In this paper, we have discussed security issues and challenges of internet of things and mobile computing and we have compared both of them on the basis of similarities and dissimilarities.

Keywords: embedded computing, internet of things, mobile computing, wireless technologies

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2785 The Determinants of Behavioral Intention to Use toward T-Cash Services Provider in Jakarta and Surburban Area

Authors: Stephen Coandadiputra, Chrestella Carissa

Abstract:

Technology is created to simplify human’s life. One of current technology which being called as the second wave internet generation is the internet of things. Internet of things lets thousands of devices connected each other. In today's marketing world, IOT has brought customer into the next level which helping the customer to shorten every transaction they are conducting from traditional approach to sophisticated approach. However, the implementation of technology has always obstacles. The objective of this paper is to explore the determinants of customer to accepts such technology like the internet of things within their transaction. According to TAM (Technology Acceptance Model), researcher constructs the acceptance of internet of things based on perceived usefulness, perceived ease of use and trust and social factor and the two customer characteristics: perceived enjoyment and perceived behavioral control. This research uses exploratory research design which being facilitated by spreading questionnaire to 145 T-cash users in Jakarta and in its suburban region. At least, 190 samples were observed and questioned accordingly. All the collected data will be analyzed using Lisrel.

Keywords: behavioral intention to use, internet of things, near field communication, technology acceptance model

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2784 Secure Authentication Scheme Based on Numerical Series Cryptography for Internet of Things

Authors: Maha Aladdin, Khaled Nagaty, Abeer Hamdy

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The rapid advancement cellular networks and wireless networks have laid a solid basis for the Internet of Things. IoT has evolved into a unique standard that allows diverse physical devices to collaborate with one another. A service provider gives a variety of services that may be accessed via smart apps anywhere, at any time, and from any location over the Internet. Because of the public environment of mobile communication and the Internet, these services are highly vulnerable to a several malicious attacks, such as unauthorized disclosure by hostile attackers. As a result, the best option for overcoming these vulnerabilities is a strong authentication method. In this paper, a lightweight authentication scheme that is based on numerical series cryptography is proposed for the IoT environments. It allows mutual authentication between IoT devices Parametric study and formal proofs are utilized to illustrate that the pro-posed approach is resistant to a variety of security threats.

Keywords: internet of things, authentication, cryptography, security protocol

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2783 Screening for Internet Addiction among Medical Students in a Saudi Community

Authors: Nawaf A. Alqahtani, Ali M. Alqahtani, Khalid A. Alqahtani, Huda S. Abdullfattah, Ebtehal A. Alessa, Khalid S. Al Gelban, Ossama A. Mostafa

Abstract:

Background: The internet is an exciting medium that is becoming an essential part of everyday life. Although the internet is fully observed in Saudi Arabia, young people may be vulnerable to problematic internet use, possibly leading to addiction. Aim of study: To explore the magnitude of internet addiction (IA) among medical students associated risk factors and its impact on students' academic achievement. Subjects and Methods: A cross sectional study was conducted in 2014 on 571 medical students (293 males and 278 females) at the College of Medicine, King Khalid University, Abha, Saudi Arabia. Data Collection was done through using the Arabic version of the Compulsive Internet Use Scale and a checklist of demographic characteristics. Results: Age of participants ranged from 19 to 26 years (Mean+SD: 21.9+1.5 years). Internet access was available to 97.4% of students at home and to 80.2% of students at their mobile phones. The most frequently accessed websites by medical students were the social media (90.7%), scientific website (50.4%) and the news websites (31.3%). IA was mild in 47.8% of medical students while 5.8% had moderate IA. None of the students had severe IA. Prevalence of IA was significantly higher among female medical students (p=0.002), availability of internet at home (p=0.022), and availability of internet at the students' mobile phone (p=0.041). The mean General Point Average (GPA) was highest among students with mild IA (4.0+0.6), compared with 3.6+0.6 among those with moderate addiction, and 3.9+0.6 among those who did not show IA. Differences in mean GPA according to grade of IA were statistically significant ((P=0.001). Conclusions: Prevalence of IA is high among medical students in Saudi Arabia. Risk factors for IA include female gender, availability of internet at home or at the mobile phone. IA has a significant impact on students' GPA. Periodic screening of medical students for IA and raising their awareness toward the possible risk of IA are recommended.

Keywords: internet addiction, medical students, risk factors, Saudi Arabia

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2782 National Image in the Age of Mass Self-Communication: An Analysis of Internet Users' Perception of Portugal

Authors: L. Godinho, N. Teixeira

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Nowadays, massification of Internet access represents one of the major challenges to the traditional powers of the State, among which the power to control its external image. The virtual world has also sparked the interest of social sciences which consider it a new field of study, an immense open text where sense is expressed. In this paper, that immense text has been accessed to so as to understand the perception Internet users from all over the world have of Portugal. Ours is a quantitative and qualitative approach, as we have resorted to buzz, thematic and category analysis. The results confirm the predominance of sea stereotype in others' vision of the Portuguese people, and evidence that national image has adapted to network communication through processes of individuation and paganization.

Keywords: national image, internet, self-communication, perception

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2781 A Named Data Networking Stack for Contiki-NG-OS

Authors: Sedat Bilgili, Alper K. Demir

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The current Internet has become the dominant use with continuing growth in the home, medical, health, smart cities and industrial automation applications. Internet of Things (IoT) is an emerging technology to enable such applications in our lives. Moreover, Named Data Networking (NDN) is also emerging as a Future Internet architecture where it fits the communication needs of IoT networks. The aim of this study is to provide an NDN protocol stack implementation running on the Contiki operating system (OS). Contiki OS is an OS that is developed for constrained IoT devices. In this study, an NDN protocol stack that can work on top of IEEE 802.15.4 link and physical layers have been developed and presented.

Keywords: internet of things (IoT), named-data, named data networking (NDN), operating system

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2780 Location Privacy Preservation of Vehicle Data In Internet of Vehicles

Authors: Ying Ying Liu, Austin Cooke, Parimala Thulasiraman

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Internet of Things (IoT) has attracted a recent spark in research on Internet of Vehicles (IoV). In this paper, we focus on one research area in IoV: preserving location privacy of vehicle data. We discuss existing location privacy preserving techniques and provide a scheme for evaluating these techniques under IoV traffic condition. We propose a different strategy in applying Differential Privacy using k-d tree data structure to preserve location privacy and experiment on real world Gowalla data set. We show that our strategy produces differentially private data, good preservation of utility by achieving similar regression accuracy to the original dataset on an LSTM (Long Term Short Term Memory) neural network traffic predictor.

Keywords: differential privacy, internet of things, internet of vehicles, location privacy, privacy preservation scheme

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2779 A Study on the Development of Self-Help Therapy for Bipolar Disorder

Authors: Bae Yu been, Choi Sung won, Lee Ju yeon, Yang Dan Bi

Abstract:

The purpose of this study is to develop a self-help therapy program for bipolar disorder (BD). Psychosocial treatment is adjunct to pharmacotherapy for BD, however, it is limited and they demand high costs. Therefore, the objective of the study is to overcome these limitations by developing the self-treatment for BD. The study was examined the efficacy of the self-treatment program for BD. A randomized controlled trial compared the self-help therapy (ST) intervention with a treatment as usual (TAU) group. ST group has conducted the program for 8 weeks (16 sessions). Mood chart, Quality of Life in Bipolar Disorder Questionnaire, Attitudes toward seeking professional help Scale, BIS, CERQ, YMRS, MADRS were used by pre, post, and follow up. The efficacy of the self-help therapy was analyzed by using mixed ANOVAs. There were significant differences in the rate of occurrence of mania or depression between the two groups. ST group reported stable moods on mood chart, and reductions in mood symptoms and improvements in quality of life and treatment adherence. This study was confirmed applicable to BD to the self-help therapy for patients with BD conducted first in Korea.

Keywords: self help therapy, bipolar disorder, self help, self therapy

Procedia PDF Downloads 651
2778 Gaming Mouse Redesign Based on Evaluation of Pragmatic and Hedonic Aspects of User Experience

Authors: Thedy Yogasara, Fredy Agus

Abstract:

In designing a product, it is currently crucial to focus not only on the product’s usability based on performance measures, but also on user experience (UX) that includes pragmatic and hedonic aspects of product use. These aspects play a significant role in fulfillment of user needs, both functionally and psychologically. Pragmatic quality refers to as product’s perceived ability to support the fulfillment of behavioral goals. It is closely linked to functionality and usability of the product. In contrast, hedonic quality is product’s perceived ability to support the fulfillment of psychological needs. Hedonic quality relates to the pleasure of ownership and use of the product, including stimulation for personal development and communication of user’s identity to others through the product. This study evaluates the pragmatic and hedonic aspects of gaming mice G600 and Razer Krait using AttrakDiff tool to create an improved design that is able to generate positive UX. AttrakDiff is a method that measures pragmatic and hedonic scores of a product with a scale between -3 to +3 through four attributes (i.e. Pragmatic Quality, Hedonic Quality-Identification, Hedonic Quality-Stimulation, and Attractiveness), represented by 28 pairs of opposite words. Based on data gathered from 15 participants, it is identified that gaming mouse G600 needs to be redesigned because of its low grades (pragmatic score: -0.838, hedonic score: 1, attractiveness score: 0.771). The redesign process focuses on the attributes with poor scores and takes into account improvement suggestions collected from interview with the participants. The redesigned mouse G600 is evaluated using the previous method. The result shows higher scores in pragmatic quality (1.929), hedonic quality (1.703), and attractiveness (1.667), indicating that the redesigned mouse is more capable of creating pleasurable experience of product use.

Keywords: AttrakDiff, hedonic aspect, pragmatic aspect, product design, user experience

Procedia PDF Downloads 134
2777 Hedonic Motivations for Online Shopping

Authors: Pui-Lai To, E-Ping Sung

Abstract:

The purpose of this study is to investigate hedonic online shopping motivations. A qualitative analysis was conducted to explore the factors influencing online hedonic shopping motivations. The results of the study indicate that traditional hedonic values, consisting of social, role, self-gratification, learning trends, pleasure of bargaining, stimulation, diversion, status, and adventure, and dimensions of flow theory, consisting of control, curiosity, enjoyment, and telepresence, exist in the online shopping environment. Two hedonic motivations unique to Internet shopping, privacy and online shopping achievement, were found. It appears that the most important hedonic value to online shoppers is having the choice to interact or not interact with others while shopping on the Internet. This study serves as a basis for the future growth of Internet marketing.

Keywords: internet shopping, shopping motivation, hedonic motivation

Procedia PDF Downloads 448
2776 An E-Retailing System Architecture Based on Cloud Computing

Authors: Chanchai Supaartagorn

Abstract:

E-retailing is the sale of goods online that takes place over the Internet. The Internet has shrunk the entire World. The world e-retailing is growing at an exponential rate in the Americas, Europe, and Asia. However, e-retailing costs require expensive investment, such as hardware, software, and security systems. Cloud computing technology is internet-based computing for the management and delivery of applications and services. Cloud-based e-retailing application models allow enterprises to lower their costs with their effective implementation of e-retailing activities. In this paper, we describe the concept of cloud computing and present the architecture of cloud computing, combining the features of e-retailing. In addition, we propose a strategy for implementing cloud computing with e-retailing. Finally, we explain the benefits from the architecture.

Keywords: architecture, cloud computing, e-retailing, internet-based

Procedia PDF Downloads 363
2775 Digital Self-Identity and the Role of Interactivity in Psychiatric Assessment and Treatment

Authors: Kevin William Taylor

Abstract:

This work draws upon research in the fields of games development and mental health treatments to assess the influence that interactive entertainment has on the populous, and the potential of technology to affect areas of psychiatric assessment and treatment. It will use studies to establish the evolving direction of interactive media in the development of ‘digital self-identity,’ and how this can be incorporated into treatment to the benefit of psychiatry. It will determine that this approach will require collaborative production between developers and psychiatrists in order to ensure precise goals are met, improving the success of serious gaming for psychiatric assessment and treatment. Analysis documents the reach of video games across a growing global community of gamers, highlighting cases of the positives and negatives of video game usage. The games industry is largely oblivious to the psychological negatives, with psychiatrists encountering new conditions such as gaming addiction, which is now recognized by the World Health Organization. With an increasing amount of gamers worldwide, and an additional time per day invested in online gaming and character development, the concept of virtual identity as a means of expressing the id needs further study to ensure successful treatment. In conclusion, the assessment and treatment of game-related conditions are currently reactionary, and while some mental health professionals have begun utilizing interactive technologies to assist with the assessment and treatment of conditions, this study will determine how the success of these products can be enhanced. This will include collaboration between software developers and psychiatrists, allowing new avenues of skill-sharing in interactive design and development. Outlining how to innovate approaches to engagement will reap greater rewards in future interactive products developed for psychiatric assessment and treatment.

Keywords: virtual reality, virtual identity, interactivity, psychiatry

Procedia PDF Downloads 116
2774 Improving Security by Using Secure Servers Communicating via Internet with Standalone Secure Software

Authors: Carlos Gonzalez

Abstract:

This paper describes the use of the Internet as a feature to enhance the security of our software that is going to be distributed/sold to users potentially all over the world. By placing in a secure server some of the features of the secure software, we increase the security of such software. The communication between the protected software and the secure server is done by a double lock algorithm. This paper also includes an analysis of intruders and describes possible responses to detect threats.

Keywords: internet, secure software, threats, cryptography process

Procedia PDF Downloads 297